Search found 34 matches
- Mon Apr 27, 2009 8:25 am
- Forum: Advanced Help
- Topic: draw to viewport getting clipped
- Replies: 2
- Views: 615
yessss finally got it working, Thanks Blindside :D heres the alternative to changing the view port recti vp = driver->getViewPort(); recti mRect = meshRect - vector2di(vp.getWidth(),vp.getHeight())/2; mRect.LowerRightCorner.Y *= -1; mRect.UpperLeftCorner.Y *= -1; Mesh.Vertices[0].Pos.X = mRect.Upper...
- Tue Apr 21, 2009 9:45 am
- Forum: Advanced Help
- Topic: draw to viewport getting clipped
- Replies: 2
- Views: 615
draw to viewport getting clipped
Hi, so I am trying to get a custom GUI button working similar to this compass by vitek http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=16887 problem is, I put this on a bar that scrolls across the bottom of the screen, if the button goes past the edge of the screen, it is clipped against the ...
- Sun Sep 07, 2008 1:13 am
- Forum: Bug reports
- Topic: [fixed]TextureMatrix bug
- Replies: 44
- Views: 7190
- Sat Sep 06, 2008 12:46 pm
- Forum: Bug reports
- Topic: [fixed]TextureMatrix bug
- Replies: 44
- Views: 7190
sorry to bump an old thread but what is the status on this bug? all I know is the line tile->node->getMaterial(0).getTextureMatrix(0).setTextureScale (flip, 1.f); gives me a corruption of the heap error with a breakpoint in ireferencecounted,h is there a solution that doesn't involve recompiling irr...
- Fri Aug 01, 2008 9:43 am
- Forum: Advanced Help
- Topic: getTexture calls OnEvent
- Replies: 6
- Views: 424
when you say check a pointer do you mean checking a pointer and reporting an error if it isn't valid? I'd rather not check every pointer everytime I want to use it, surely it's better to make sure it is only accessed after it is initialized and having a better understanding of the programs flow. if ...
- Fri Aug 01, 2008 6:24 am
- Forum: Advanced Help
- Topic: getTexture calls OnEvent
- Replies: 6
- Views: 424
- Wed Jul 30, 2008 11:12 pm
- Forum: Advanced Help
- Topic: getTexture calls OnEvent
- Replies: 6
- Views: 424
getTexture calls OnEvent
I don't know if this is a bug or if there is some strange reason why this behaviour would be expected, but it seems that calling driver->getTexture() also calls my event receivers onEvent(). It gave me an access violation because my onEvent() references variables that have not yet been initialized. ...
- Mon May 12, 2008 6:34 am
- Forum: Game Programming
- Topic: Physx question related to scale
- Replies: 2
- Views: 2153
There is no way of resizing an existing physx object so the only way is to recreate the object. just use the the same actor desc and copy over the transforms. If you want to scale a convex mesh you have to scale every vertex. of course it will probably be pretty slow if you want to be changing scale...
- Thu May 01, 2008 1:28 pm
- Forum: Advanced Help
- Topic: eventreciever delay on key press
- Replies: 5
- Views: 599
thats interesting. its only the repeat delay on the keyboard :oops: I guess I just thought it only applied to inputting text not pressing butons... but oh wait thats what a keyboard is for :lol: anyways this problem is easily fixed in my program, since I already have the key states working, I just w...
- Thu May 01, 2008 12:37 pm
- Forum: Advanced Help
- Topic: eventreciever delay on key press
- Replies: 5
- Views: 599
Since that behaviour sounds exactly like you're responding to key events rather than persistent key states, I'd suggest that's what's going on. responding to key events is exactly what I'm doing, however it seems to me that the eventreceiver handles a persistent key state(a key being held down) as ...
- Thu May 01, 2008 10:02 am
- Forum: Advanced Help
- Topic: eventreciever delay on key press
- Replies: 5
- Views: 599
eventreciever delay on key press
okay I started getting this really mysterious bug in my code related to physx and key input so I started reorganizing my ridiculously messy code and I may have found a bug in irrlichts event reciever... my eventreceiver is a simplified version of this http://irrlicht.sourceforge.net/phpBB2/viewtopic...
- Sat Apr 19, 2008 8:49 pm
- Forum: Beginners Help
- Topic: Help with Bone manipulations
- Replies: 35
- Views: 2222
you can use irrlichts getRayFromScreenCoordinates to get a ray for raycasting in physx, I think this is what you mean? try something like this position2d<s32> mpos = device->getCursorControl()->getPosition(); line3d<f32> line = smgr->getSceneCollisionManager()->getRayFromScreenCoordinates(mpos,camer...
- Wed Apr 02, 2008 4:48 am
- Forum: Everything 2d/3d Graphics
- Topic: free skymaps!
- Replies: 5
- Views: 1565
free skymaps!
well this has been in my bookmarks for some time now. I figure this could probably be useful for a lot of people around here
http://blenderartists.org/forum/showthread?t=24038
he says no restrictions, but you should probably give the guy credit if you use them
http://blenderartists.org/forum/showthread?t=24038
he says no restrictions, but you should probably give the guy credit if you use them
- Fri Mar 28, 2008 11:58 am
- Forum: Code Snippets
- Topic: ghefts proto-format hyper extensible mesh entaglement device
- Replies: 18
- Views: 6065
FuzzYspo0N:I definitely agree with you about modularity, thats really the only way I wish irrlicht was more like ogre, it is modular to have separate files. but what I mean is that in the same way there is irrmesh and irr there should also be irrmaterial irranimation etc. I would be very interested ...
- Fri Mar 28, 2008 7:15 am
- Forum: Code Snippets
- Topic: ghefts proto-format hyper extensible mesh entaglement device
- Replies: 18
- Views: 6065
fuzzyspoon: I would absolutely like to see it added to the irrlicht core as an irrlicht standard format, something like ogres format maybe, of course if it was made official it would probably need a lot more development. I think irrlicht should have a universal format and I was actually thinking abo...